Space exploration adventure RPG where you command a crew in a story driven sandbox universe. Work to destroy the sensor network and reach the heavily guarded planet before Shavala corporation goons hunt you down, or just go exploring.
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Дата выхода:
11 фев. 2016

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Игра в раннем доступе

Приобретите игру и начните играть — примите участие в ее развитии

Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше

Сообщение от разработчиков

Почему ранний доступ?

“We're a 3 person dev team with no publisher working on this project full time. Without the support of our community through Kickstarter and early access this game wouldn't exist at all. That essentially means people are paying us for an unfinished game because they like us and they believe we will make the game they want to play. We also want to play that game so we're doing everything we can to prove them right.”

Сколько примерно эта игра будет в раннем доступе?

“The planned final version of this game is pretty ambitious and we expect to go through many iterations before completing the single player story and having the game world in a state we consider to be complete. We also want to be able to evolve the game over time in response to feedback so we are expecting early access will last more than a year.”

Чем планируемая полная версия будет отличаться от версии в раннем доступе?

“Expect massive changes on a regular basis as we add features and new types of depth to the engine and the game world.

Our initial early access release represents multiple years of work put into getting the bare minimum framework of the engine and persistent world working as intended. During early access we plan to have many iterations where game-wide features are added, and then content using those features can be integrated into the game world. That means major updates will contain game-changing features and new content such as new zones, new factions, new story arcs, new world generations, new item types, new interface elements, and new game mechanics.

An example of something we plan to add in the future is the ability for EVA activities which will allow entering and exiting ships without using an airlock. It should drastically change how salvaging activities play out and will probably change how you interact with the entire game world.”

Каково текущее состояние версии в раннем доступе?

“The game has an open persistent world with various space biomes for the player to explore. Each biome will have a different set of enemies and challenges in the form of enemy encounters, space-complexes to explore, and hidden treasures to unlock. The story driven elements are incomplete and more will be added with every patch, but for now the game is mostly a sandbox with some introductory story and setting lore.”

Изменится ли цена игры после выхода из раннего доступа?

“The game might be slightly cheaper during early access. However if you want the best value for your money you are probably already avoiding early access games and we respect that.

We're here because we need income to continue development and if money were no object we would probably hide in our developer caves until the game was finished. The core benefit of buying into early access is participating in the development process and being part of the community that shapes the Zero Falls story and universe. This is not a "get the game for less money because it sucks" sort of deal, it is a "I think these guys deserve to feed themselves while developing their game" sort of deal, and we appreciate your support.”

Как вы планируете вовлекать сообщество в разработку игры?

“We have open discussion on our forums and we respond very quickly to feedback and bug reports. I once found, fixed, and uploaded a patch for a bug before the end of a live streaming event where the bug was revealed. We have backers who are designing ships to be put into the single player campaign, and we have been discussing modding tools with the community from day 1. We also sometimes host community ship design tournaments in order to stir up conversations and feedback about balance and game mechanics.

The truth is we're making a big open sandbox game with enough space for a lot of unique game play ideas and elements, and we want to put in every type of kitchen sink. Our time is probably split evenly between 3 tasks:

1. core engine development
2. core story and content implementation
3. tweaks, edits, and additions in response to feedback”
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Купить Wayward Terran Frontier: Zero Falls


Недавние обновления Просмотреть все (76)

22 августа

Solicited blog rant: topic = game design

I was asked in an email recently, about player self-expression, system's mastery, and content exploration in Wayward Terran Fronter. It's the core principles of game design, and it's a good start for a blog rant, so I want to talk about it. This isn't going to be a "what's coming in the next patch" post, so much as a view into the mindset of us, the developers, on what we think we are doing and where we want to take the game in the far future.

That being said, I'm only going to cover player self expression and content exploration here. I don't want to start any more debates over docking right now, I don't think I can handle that.

So here are some of the things we want to add in the future which fall into the above categories

Player self-expression

We want ships to be specialized at the top tier for specific roles based on how you like to play. Those roles were introduced and are taking shape in the previous two content releases, and they are: gun ships, missile ships, drone carriers, and beam weapon ships. Add into that mix some defensive build choices around evasion, armor, shields, or point defense, and you get a lot of potential build targets for players to choose from. The idea is not for one choice to be better or worse, but to be choices and optional alternatives. Choices should be based on preferred play style, and options are valuable when attempting to overcome specific challenges.

Up until now, we have still been implementing the base module types, with beam alchemy and drones making their first real appearance with the most recent patch and point defense AI being a fairly recent addition. Some of those systems feel like they are in a pretty good place, and others feel like they really need to be fleshed out more with some modules that offer interesting synergies.

Missiles, for instance, are really easy to add to any design, but if you want factories you need to optimize your entire design around them, often at the exclusion of other weapon systems. That puts missiles close to where we want them except then turrets require no supporting modules, so a player can have a missile build and then also add turrets with no drawbacks. That doesn't feel like designing for a target, or building a ship for a role, it just feels like throwing modules into a blob.

In order to improve the amount of player self-expression you can get out of the design system, we want to supplement existing modules with supporting modules and module synergies as well as module trade-offs in the future. We also have some future plans to rework the mastery system in a way which might make individual ships feel more customizable.

I can assure you that if tweaking and optimizing ship designs is your cup of tea, we want to diversify your options in the future. I'm also open to suggestions for creative module additions. Though the effort to make a module is much greater than the effort to suggest one, so I can't promise any individual suggestion will be implemented.

Content exploration

Zero Falls is supposed to be just that: a game about exploring content. The problem is the quantity and accesability of the content. Right now, I see 2 very large areas of potential improvement: features and improvements to the dynamic economy, and better use of procedural content and mods.

To start with the economy was sort of implemented and then ignored, but never really fleshed out. It seems like a great candidate for a future overhaul that could include a lot more player interaction. As it is right now you find a good trade route, run it one or two times, and you are done earning credits forever. That's way unbalanced, it prevents most players from even realizing that the economy is dynamic at all, and it provides no incentives to do the types of activities we originally envisioned when making an economy.

The entire idea behind the economy was supposed to be that players who were interested in economic manipulation would use piracy, blockades, and cargo hauling to turn things in their favor. I think there is still a lot of opportunity to make that into something that actually happens in Zero Falls, and I'm willing to dedicate a future content patch to looking into it. I don't have an ETA for when just yet.

On the topic of procedural generation, well we need more of it and I am currently doing some research into that very subject. I have lots of ideas, but I don't want to commit to them in writing just yet. However one thing I will say, is that I encourage the use of workshop mods even in a fresh play-through of the game. If people are having problems with workshop mods, or if the existing workshop mods are in need of new features, I'd like to hear about it. I would love to expand on any system that allows custom 3rd party content.


As a final note in this blog, we are in a stage right now where our effort is divided 2 ways. We are making a series of smaller improvements and refinements that we want to release as smaller updates, but we are also slowly slipping back into the territory of working on secret stuff that is big and exciting which we aren't ready to talk about yet. We don't know what will be in the next content update yet, but all of us are either starting work on something really cool, or working hard on a project that has been on the back burner for a while.

We decide our release schedule based on what we have finished, and what we are working on that might prevent pushing a patch. It's a form of controlled chaos which I think is necessary. There is some strategy to it to be sure, however I find that programmers program the fastest when they work on the thing they are currently most excited about.

I know I've personally found my next project.

Комментариев: 11 Подробнее

7 августа

  • fixed everetts coherence quest
  • fixed a crash caused by rendering stations outside of singleplayer mode caused by a check to see if the station was the player's home base
    the save that happens after a crash will no longer display a loading screen. This will feel a little more rough for the user due to lack of visual feedback, but it will fix issues where the save could not happen in instances where the crash was rendering related
  • added lounge module to research and unlocked modules in T2 corridors group unlock, module is also retroactively unlocked when missing on older character profiles
  • fixed mineable crystals in stations giving crystals
  • fixed some quest names
  • added wide hallway conduit to research and unlocked modules in T2 corridors group unlock, module is also retroactively unlocked when missing on older character profiles
  • made Assault pirate base quest logic more robust
  • made Kill Greg quest logic more robust
  • made Kill Budd quest logic more robust
  • added an event that triggers when a missile fires
  • added an event that triggers when a missile explodes
  • equipped gear to crew of Missile, Beam and Drone bosses
  • added waypoint to Moral Crusade quest
  • fixed the_data quest being lost when loading game
  • fixed Signal Relays quest not removing their map icons when they are destroyed
  • fixed a bug in monogame that prevented the framework from detecting mouse keys 4 and 5
  • fixed a bug in our keybind code which was preventing the game from recognizing "on release" events for mouse keys
  • added a fancy UI element around your ship for beam weapon energy
  • added a fancy UI element to the mouse that shows missiles ready to fire
  • added a fancy mouse cursor element which shows if your beams can fire at a location
  • Significally extended arc rendering framework
  • Reworked blue biome now "outer rim"
  • Fine tuned glaciers
  • Reworked green biome now "infested" biome
  • Added brand new asteroid type - these will only show up in new worlds, but they don't affect gameplay
  • Changed Toxic planets
  • Adjusted biomes display on map view
  • Significally improved beam low energy response
  • Fixed possible beam energy exploits
  • Fixed a tooltip bug for the heavy dual vortex gun
  • Asteroid icons were included in GUI alpha fade
  • Assigned unique names to T2 reactors
  • Assigned unique names to T2 engines
  • Assigned unique names to T2 thrusters
  • Assigned unique names to T2 beams
  • Also factories, shields, controllers...
  • Added Beam Controllers tooltips
  • fixed a crash caused by outdated beam emitters
Комментариев: 7 Подробнее
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Об этой игре

Our goal was to make a game simulating space combat between large capital ships at extreme detail on the scale of individual crew members. We've spent multiple years building a custom in-house engine capable highly detailed ship interior simulations while still supporting real time combat between large numbers of ships in an open persistent world.

The result is a massive open world where any ship, station, asteroid, artifact, or wreckage can be entered by the player and controlled in real-time. Space battles are epic and immersive because there are no hit points, instead you have to try and survive as pieces of your ship are physically destroyed and ships can be cut in half or filled full of holes. Play as a renegade shooting up neutral supply convoys and scooping the cargo that falls out, or disable and board enemy ships to take back to your hideout. Research technology and upgrade designs to make your favorite ship into the ultimate war machine. The universe is full of loot and enemies and things to explore, and your character will have all the tools needed to design the ultimate ship and put together the ultimate crew.

We also look at progression from the perspective of RPG mechanics. Even though the game is a deep and detailed simulation, we want gameplay to have progression, customization, and specialization much like a character based roleplaying game. Instead of unlocking talent points you will find crew members that add unique utility to your ship as a whole, or you might find module blueprints that allow you to customize portions of your ship's design to suit your play style.

Системные требования

    • ОС: Windows Vista or later 64 bit os
    • Процессор: Intel Core 2 Duo 2.60GHz
    • Оперативная память: 3 GB ОЗУ
    • Видеокарта: NVIDIA GeForce GTX 470 / AMD Radeon HD 7850
    • DirectX: Версии 10
    • Место на диске: 700 MB
    • Звуковая карта: DirectX compatible on-board
    • Дополнительно: makes extensive use of multi-threading and 64 bit features
    • ОС: Microsoft Windows 7 x64
    • Процессор: AMD Phenom II x6 or Intel i7
    • Оперативная память: 4 GB ОЗУ
    • Видеокарта: NVIDIA GeForce GTX 470 / AMD Radeon HD 7850
    • DirectX: Версии 10
    • Место на диске: 1 GB
    • Звуковая карта: DirectX compatible on-board
    • Дополнительно: makes extensive use of multi-threading and 64 bit features

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